Enables the recovery of some automated ships, such as derelict drones, Automated ships can only be captained by Al cores, +100% combat readiness (maximum: 100%): offsets built-in 100% penalty, Maximum at 120 or less total automated ship points, Maximum at 2000 or less base cargo capacity in fleet, Maximum at 2000 or less base fuel capacity in fleet, Maximum at 5000 or less base personnel capacity in fleet, Increases the burn level of all non-militarized civilian-grade ships by 2, +50% resources - but not rare items, such as blueprints - recovered from abandoned stations and other derelicts, +50% ship repair rate outside of combat (maximum: 50%), 25% of hull and armor damage taken repaired after combat ends, at no cost (maximum: 25%), Maximum at 240 or less total deployment point cost, Recovered ships start with 30-40% hull integrity, Recovered ships start with 30-40% combat readiness, +2 flux dissipation per ordnance point spent on weapons, +20 flux capacity per ordnance point spent on weapons, Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level, -50% crew lost due to hull damage in combat (maximum: 50%), Reduces fuel consumption by 50% or 25 units, whichever is lower, The "Emergency Burn" ability no longer reduces combat readiness, Reduces monthly supply consumption for ship maintenance by 50% or 100 units, whichever is lower, -50% resources required to survey planets, All industries supply 1 more unit of all the commodities they produce, +50% maximum value of custom ship and weapon production per month, All of your ships are almost always recoverable if lost in combat, Ships lost in combat have a 75% (if 60 deployment points or higher) to 90% (5 DP or lower) chance to avoid d-mods, Chance to remove one d-mod per month from a randomly selected ship in your fleet, Chance to quickly remove one d-mod from newly acquired ships; higher for ships with more d-mods, +5% maximum combat readiness per s-mod built into the hull, Deployment point cost of ships reduced by 6% per d-mod, (D) hull deployment cost reduction also applies to maintenance cost, Note: this list is not comprehensive, but should cover the main changes, Skill effect text now shown at full brightness, Unless the player has the skill but not its elite effect, in which case the latter is dark to make it clear it's not unlocked, Rearranged skills in a different tier structure for each aptitude, retaining 2 top-tier picks in each, Choose enough skills in lower tiers to unlock the next tier, Can skip a tier by taking more skills in lower tiers instead, Skills within a tier are no longer mutually exclusive, Reaching the top tier requires 4 points, plus 1 more to actually take a top-tier skill, Taking the second top-tier skill requires spending 2 more points in lower tiers, plus 1 more for the skill, for 8 points in the aptitude total, Skills that have been made elite and reassigned can be re-made elite at no cost, Elite skill levels are generally a bit more powerful, All skills can be unassigned, there are no more permanent skills, Unassigning skills that gave additional s-mods will result in s-mods being removed (the player can choose which for the ships in their fleet), Unassigning skills that boosted officer level/elite skills will result in either the officer becoming a mercenary on a new contract, or losing excess skills, There is a mechanism for mods to "undo" the effects of any custom skills not covered by this, And a built-in handler for the "ship over maximum ordnance points" case, Each aptitude has 5 tiers of 2 skills each, Can pick other skills after reaching tier 5 and wrapping around, One skill point spent per skill to unlock its effects, Gain story points have a variety of uses in the campaign; 4 per level, Also keep gaining story points at a steady rate at max level, Story point uses often grant "bonus XP" which increases XP gain, "Weaker" uses of story points grant more bonus XP, Increased maximum player level to 50 for the moment; pending another look at skills, Removed Surveying skill; can now survey planets with any hazard rating, Significantly reduced the value of survey data (30k for Class V; was: 100k), Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before, Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage, Added "Converted Hangar" modspec to level 2 Fighter Doctrine, Maintenance cost reduction is now 30% (was: 50%), Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%), Level 1: increased to -50% kinetic damage vs armor (was: 20%), Level 2: increased to -25% HE damage vs shields (was: 20%), Level 3: damage to fighters/missiles increased by 50% (was: 30%), Fighter Doctrine: bonuses reduced to 15% (were: 25%), Carrier Command: bonuses reduced to 20% (were: 25%), Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%). We dont want the game hanging onto it forever. increase the hard flux level at which speed bottoms out to 75%. This condition will be added by bombardment or use of a Corrupted or Pristine Nanoforge on planets with the Habitable condition. No bonuses or penalties to food production (Farming). To increase the Heap beyond 1.5 GB, you must allocate more memory. And, since its not something like a major content change to the underlying Sector which would be tricky indeed to make save-compatible this is actually doable. For example, Helmsmanships elite effect now in addition to its original 0-flux boost at any level effect grants a flat +5 to top speed, making it a consideration for slower ships. (This condition can be achieved by colonizing decivilized planets, it can also be removed by Saturation Bombardment). That was until I saw this vid:https://bit.. Doubles the population growth from the facility, Derelict cruisers, capitals & stations in post battle loot (, Remnant cruisers, capitals & stations in post battle loot (. In addition, they also get a unique "Hypercognition" skill that confers some of the benefits of the previous colony skills. The reason for this is a flat reduction was confusing. More importantly, though, there are now more interactions, both in terms of the available ship loadout and skill options, and when theyre used in combat. The Hegemony carries on these policies with even greater fervor. I dont want to go through every single change just highlight some interesting tidbits, and a couple of the bigger changes. Highlights: A thorough overhaul of every skill, based on hundreds of hours of gameplay in 0.91 and 0.95. (market) is a veritable Eden; flowering, riotous, lush, and luminous with plant life. A river of wealth flows beneath the surface of (market) - for those that would find and tap it. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the . -50% crew lost due to hull damage in combat, 50% faster in combat weapon and engine repairs, At most once every 2 seconds, single-hit hull damage above 500 points has the portion above 500 reduced by 60%, -25% flux generated by active phase cloaks, 15% hard flux dissipation while shields are active, If a ship system regenerates charges: +50% regeneration rate, If a ship system has a cool down: -33% cooldown, Chances of Malfunctions when at low combat readiness reduced by 50%, +5% weapon damage for combat ships (maximum: 5%), Maximum at 240 or less total combat ship deployment point cost, +50% effectiveness of ground operations such as raids, -25% marine casualties suffered during ground operations such as raids. Checking the orbit of a planet for some stations, that are only there for looks, can verify ruins even before surveying the planet itself. One is more of an assassin build move to a vulnerable spot, usually behind the target, and unload a lot of damage quickly. Even if ones preferred style is to go for more colonies thats fine, and there are ways to do that! And then we have the skill that lets you build more hullmods into ships in this iteration, Leaderships Best of the Best. Power/Ability to: Perform complex mental operations drastically beyond what is naturally possible. Discuss modding Starsector here. is basing the vulnerability on the ships hard flux level. While this change of course tones phase ships down, I think it will also make using them more engaging. Extreme Weather Violent storms bristling lightning rage across the skies of (market). A new personal-combat skill in Industry, this is a fun one it boosts flux dissipation (and capacity, as an elite effect) based on the number of ordnance points spent on weapons. However, higher-up faction representatives are often willing to exchange AI cores for large sums of cash when communicated with directly, though their reasons for doing so may vary. Extreme cold necessitates specialized equipment and protocol to perform operations safely on (market), complicating logistics, life support, and infrastructure. There are two primary ways you can play a phase ship. Increases the production of organics, ore, and rare ore by 3. Of all the things Ive tried, I had the easiest time beating the test Ordo with this. The vast Empire of humanity is split across sectors that have been cut off from each other. Population is nominally 10market size, although commodity supply/demand does not follow this scale. (Can be achieved by Saturation Bombarding Size 4 colonies), Ruined cities can be found across the surface of (market), spilling from their broken hearts pitted roadways and crumbling magrail lines to the skeletons of factories, aquaponics domes, and comm-towers. Phase ships are almost a tangential topic to skills, but since some of the skills were heavily intertwined with how phase ships work, it made sense to make some changes here, too. However, your knowledge is in fact the result of a rigorously logical process that you force your mind . A Gamma Core has 3 skills, a Beta Core has 5 skills, and an Alpha Core has 7 skills. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and 8 (or 9) for Officers. While whatever event caused the unrest is over, its effects still linger. Does not apply to fighters, affects all weapons including missiles. Thus: a new mechanic for phase ships where their movement speed is reduced down to a third of its normal value as hard flux levels go up to 50%. Alternatively, they can also be used to augment industries and structures on player colonies. Hull Restoration wasnt directly useful in combat, of course, but just being able to tolerate losses more easily is a big deal, so its good enough at this baseline level. StarSector Wiki is a FANDOM Games Community. Since they move 3x more quickly due to their time dilation, their relatively faster movement is cancelled out by that point. This kind of vulnerability is too binary or, perhaps, too volatile is a better way to put it. Higher-level cores are worth more, have better effects, and attract more Hegemony and Pather attention. Please double check the Version History. And on the phase side of things, teamwork and using allied ships for cover becomes more important. To start with, there are two new hullmods for phase ships. I started this section by talking about how skills are intertwined with phase ship mechanics, so, lets talk about those. The answer, for most of them except for Industrial Planning is in the bin. Making you a pile of credits isnt a point rather, thats just another question its asking what are all those credits ultimately good for? A beta-level AI core is capable of ably supporting most human endeavors, matching not-quite-human performance with its prodigous computational ability. Even with that, its probably a somewhat-too-powerful combination or at least, an easier-to-use one. Construction on this world can only ever be considered semi-permanent. Starsector supports custom content & mods and is available now for Windows, MacOS, and Linux. Rather, its theres a bunch of new top-tier skills in the game and I really need to make sure theyre in a decent spot playtesting. A nice effect and primary goal of this change is so you dont feel locked into always flying phase ships personally or never flying phase ships personally depending on whether you have the Phase Mastery skill. Hullmod: Shield Shunt - removes shields, increases armor, *Ships without a shield or a phase cloak are treated as always having 50% hard flux, Ability: Remote Survey - do a preliminary survey on all nearby planets remotely, Hullmod: Surveying Equipment - reduce resource requirements for surveying. The player can respec their own skills for 1SP0%XP. Human industry has left this world filled with dioxins, sulphur compounds, ash, and the steady ticking of decaying radioactive dust. Unlearned elite skills can be made elite again later without spending any story points. *The base maximum number of officers you're able to command is 8. 45096 Posts 3149 Topics Last post by Wyvern in Re: Misc modding questio. No appreciable atmosphere exists on (market). Initially, you can only pick a skill from the first tier of each tree. A simple, clean fighter-, and cruiser-centric high-tech/midline faction,focused around carrier combat, specialized weapons, and high mobility.Adds 40+ ships and 70+ weapons, new {REDACTED} enemies, generous campaign content,deeply inappropriate ship names, cheese-eating space magic, arcane in-jokes, and more. a quick guide how to get better performance in starsector especially if you have a crapton of mods ######### Giving it more ram. Hullmod: Neural Interface - allows rapid switching between ships (Can be achieved by Saturation Bombarding Size 3 Colonies), Widespread ruins, blips from radiation sources, and the distinctive burred radar-ping of foamed cerametal structures can be found across (market), evidence of a small but concerted colonization effort dating to the late expansion period of the Domain. This makes the solution scalable, privacy-friendly and real-time. You might reasonably ask, why? The reason is that theres a change to how phase ships improve the overall fleets sensor profile instead of applying a flat reduction, it now applies a multiplier. Fan Media Wolfpack Tactics (SPOILERS) REDACTED Change History .95.1a Phase Teleporter cooldown increased to 10 seconds A new skill in Combat, and a counter-part to Energy Weapon Mastery this increases the damage and range of ballistic weapons. Phase ships Due to safety interlocks, ships with Al cores do not contribute to the deployment point distribution. Using such ships requires the Automated Ships skill. A robust terran-compatible bioshpere allows agricultural cultivation to take place on (market). Hullmod: Ballistic Rangefinder - increases base range of small and medium weapons in ballistic slots, What was it ol' Ludd forgot? Open vmparams (starsector files) and look out for the "-Xms1536m -Xmx1536m" that means the game only allocated 1.5gb of ram, "-Xms4096m -Xmx4096m" now the game will use 4gb of ram. On the other hand, if the reduction is a multiplier, what it does to your displayed sensor profile is representative of what happens to the actual range youre detected at. The trace volatiles found here barely warrant harvesting. +50% to command point recovery from deployed frigates, +25% from destroyers, +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer, +50% seconds peak operating time if frigate, +25% if destroyer, +15% maximum combat readiness for combat ships (maximum: 15%), +50% (max) faster fighter replacement rate, Effect increased by 1.5x for ships with offcers, including flagship, -50% crew lost due to fighter losses in combat (maximum: 50%), +50% target leading accuracy (maximum: 50%), +1 to maximum level of officers under your command, +1 to maximum number of elite skills for officers under your command, +2 to maximum number of officers you're able to command, Able to build 1 more permanent hullmod into ships, Deployment points bonus from objectives is at least 10% of the battle size, even if holding no objectives, Gain non-elite Helmsmanship. Phase ship changes But once you add in another fleets sensor strength which could easily be 1000 the actual reduction is nowhere near that. No bonuses or penalties to volatiles production (Mining). These changes are more pronounced for smaller phase ships that were comparatively more fragile. Their capital ship is the venerable Onslaught, whose ballistic power and armor is unrivaled. They can influence the output and upkeep cost of industries in various ways. Instead, the elite bonus of Field Modulation reduces phase cloak cooldown by half. It is likely still broadly correct but not verified for the most up to date data yet. Exploitation of its vast abilities requires that the core must be submerged in a coolant bath and attached to bundles of high-capacity data lines appropriate to its tasks. This may cause other factions to view this colony with distrust. On the other hand, once colonies have a more active role in the game right now theyre kind of a stub a bunch of mechanics that work together but dont have a larger point. The transplutonic deposits glimmering with unbelievable density on the sensor-grid evoke portents of a power which could forge mighty war-fleets to burn worlds to ash -- or an eon of splendour and wealth for a polity of crystal towers as existed in the pre-collapse cycles of the Domain. They originally designed and patented the first Phase-class ships and technologies that the Domain Fleet usually use. Abundant, widespread, and profitably extractable ore deposits can be found on (market). Skills are permanent bonuses or activated abilities acquired by the player and officers. Phase ship changes Phase ships are almost a tangential topic to skills, but since some of the skills were heavily intertwined with how phase ships work, it made sense to make some changes here, too. Ordnance Expertise Entire worlds cut off from the Gate network starve, burn, and tear themselves apart. Its close enough to being toughest challenge in the game while also being a fairly general-purpose fleet, at least compared to some of the even more highly classified alternatives. Its surface is exposed to the hard weathering of space, a steady drizzle of radiation and micrometeorites. +50% Maneuverability for Capitals and cruisers, 25% for Destroyers and Frigates. The following order lists these ruins from "least valuable" to "most valuable" in terms of available salvage: This world was only lightly touched by the great project of the Domain before the collapse. +25% hazard rating. Market conditions are properties of a market representing local environmental or social conditions. They were first on the chopping block, by a long way. A rare and valuable independent AI core, the gamma-level is the lowest tier core considered to be truly intelligent under Domain-era AI protocols. 40 skills are available, divided into four "aptitude" trees (Combat, Leadership, Technology and Industry), with two or more tiers within each tree. Plus, having a you can see further, too bonus in a skill for stealthy ships feels thematic. Tools, guides, and other resources. In addition, they also get a unique Hypercognition skill that confers some of the benefits of the previous colony skills. A mix of several Old Earth species and a little imagination produced this creature which grows wild in the crushing depths of Volturn's sea floor. Skills cannot be unlearned if they are required for another skill. Many skills are affected by diminishing returns, e.g." No-one plans on being hit by a Reaper torpedo, but still, neutralizing that much damage when things go wrong is going to have a lot of appeal. Ballistic Mastery Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. Polarized Armor This is what the reliable results of that look like: Even though the Radiant had its deployment points cost increased (to account for powerful it is in player fleets, especially now that it can be controlled directly with a Neural Link), they might be overall more difficult to face just due to how consistently deadly they are. It still increases peak time. The population condition's number is the same as the market size. +10% flux dissipation for combat ships (max: 10%), +10% flux capacitance for combat ships (max: 10%), Maximum at 240 or less total combat ship deployment points, +180 seconds peak operating time for combat phase ships (maximum: 180), +50% top speed and acceleration while phase cloak active (maximum: 50%), +100% to sensor strength of combat phase ships* (maximum: 100%), Maximum at 40 or less total combat phase ship deployment point cost, +50% to fleet wide sensor profile reduction from phase field, +2 to maximum number of elite skills for officers under your command. They start at level 4-6 with a fixed set of skills and cannot level up. More to the point, I dont want to talk about it.). That still doesnt explain the sensor strength boost from the skill, though. It has rapidly grown all over the universe, reaching a golden age that eventually finds an end as these gates stop working. Hullmod: Hardened Shields - reduces damage take by shields, Hullmod: Integrated Point Defense Al - small non missile weapons act as point defense; PD not affected by decoy flares, Hullmod: Integrated Targeting Unit - increases weapon range, more so for larger ships Organics are boosted by this item, but I don't think I've ever seen a non-habitable world with organics production. The interstellar Gate System which binds the space of the Human Domain in a network of trade, industry, and empire collapses in an instant that shatters known civilization forever. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. This involves two main changes. In addition, this skill boosts the sensor strength of phase ships. Like all AI, each alpha was watched, controlled, and ruthlessly eliminated at the first sign of disloyalty. (Big, big, guns! Taking the first capstone skill requires four skills in previous tiers, for a total of 5 points spent in the aptitude. Decreases by 1 every three months. and 5 more Hypercognition View source Hypercognition Gaveedra Seven/Shatterstar (Marvel Comics) possesses advanced learning capabilities that allow him to easily learn and master foreign languages and technology. A flat reduction applies to this combined value, but for example say you have 500 profile, and a reduction of 100 that. Combat Endurance and Damage Control got some brand-new, fun elite effects. We need something thats more elastic how vulnerable it is should be on how much it overextended, and how its being pressured. All AI skills are elite and can be changed in the officer screen at any time for no cost. Notably, the ship AI does most of its armor tanking when its at high flux, so this skill combines with the existing AI behavior nicely. but that doesnt mean that you should be able to sink skill points into colony-boosting skills. To head off any confusion or potential over-excitement, this is not pre-release playtesting. This is the physical soul of an artificial intelligence, an artifact of astounding complexity capable of sophisticated thought exceeding the human mind. The fields of (market) promise a rich harvest to reward the farmers that work these fertile lands. In 0.95a, the ship variant generator is a little too well, random. Field Modulation Hullmod: Converted Fighter Bay - converts built-in fighter bays into improvised cargo holds The surface of (market) is ravaged by radiation. The most obvious way to make them more vulnerable is to increase the phase cooldown duration theyre unable to phase out for a longer period of time after attacking, thus more vulnerable, problem solved, right? ), or 2) convert the officer into a mercenary on a new contract instead, letting them keep all of their skills. One of the goals was to do a pass over the elite effects of the combat skills and make them more interesting/powerful/appealing. Theres an in-fiction explanation for the top speed penalty that Im really fond of, too! These mods are MY personal favorites, but which mods are YOURS?-----0:00 - Intro0:5. It wasnt the worst thing to have them, but to make room for some of the new top-tier skills? Starsector (formerly Starfarer) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. StarSector Wiki is a FANDOM Games Community. Rich mineral deposits form a thick lattice within the crust of (market) but require an ambitious industrialist to exploit them for fabulous profit.
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